Commit graph

311 commits

Author SHA1 Message Date
MysterD
b2bdf8859c Cleanup ; recursive descent fixes ; fixed behavior override comparisons
Moved dynos parsing for bhvs and models to a common file
Fixed recursive descent to correctly parse the entire expression
Adjusted bhv generation to use recursive descent
Switched all known behavior comparisons to the overridden versions
Fixed issue with Chain Chomp in star road
2022-06-02 19:07:43 -07:00
Prince Frizzy
40e1fa9e58
Added a full new custom behavior system (#124) 2022-06-02 12:19:54 -07:00
MysterD
7e7833f676 Unhardcoded more values ; generated more tex files ; special set home function ; fixed lua bhv bugs
Unhardcoded KingBobomb values, Mips values, star dialog values
Generated tex files when they're of the form levels/XXX/NUMBER
Now lua behaviors can call cur_obj_set_home_once() to set home correctly
Lua behaviors are now overridden correctly when created through spawn infos
Behavior checks now translate to the overridden behavior before checking
2022-06-01 23:04:21 -07:00
MysterD
23d7c83267 Fix mac compile 2022-05-28 21:09:27 -07:00
MysterD
867cc65605 Allow set_mario_colors on any layer, add recursive descent to geo parsing, fix color flashing in Arena 2022-05-28 01:26:40 -07:00
PeachyPeach
4fbafc2708
Fixed various audio bugs; DynOS can now detect texture duplicates to decrease generated bin files size (#110)
Fixed the following audio bugs:
    Bug: Rom-hacks sequences don't seem to be affected by volume scaling and
         muting
    Fix: Force the BGM sequences to follow the vanilla behavior:
        Volume can't go higher than default volume
        Volume is reduced to 31% when the game is paused
        Audio is stopped when the game is paused outside the Castle levels
    Bug: (Pointed out by Draco) Mario's voice clips are not replaced by the
         player's character's in the following instances: fall to death
         barrier, "here we go" in the ending cutscene, "let's a go"
         after selecting a star, "okey dokey" after starting the game.
    Fix: The first two ones now call
         play_character_sound(m, CHAR_SOUND_...) instead of
         play_sound(SOUND_MARIO_..., pos). The last two ones couldn't be
         fixed the same way for two reasons: First, the corresponding sounds
         were not referenced in the sound table, second, the sound played is
         always cut-off after a few frames (due to how sm64 resets the sound
         banks after loading a level).

Added SOUND_*_LETS_A_GO and SOUND_*_OKEY_DOKEY sounds for each playable
    character as Bass samples.
    Character Bass sounds work the same way as vanilla sounds (i.e. can be
    played with play_character_sound), but they cannot be prematurely stopped
    by sm64 sound banks shenanigans.
    This fixes the cut-off for both the star select and the castle grounds
    entry, plays the sound corresponding to the player's character, and doesn't
    need to extend or edit the sound table.

DynOS can detect texture duplicates when generating a bin or lvl file.
    When a duplicate is detected, the name of the original texture node is
    written instead of the whole PNG data, decreasing significantly the
    resulting file size.
2022-05-19 16:40:45 -07:00
PeachyPeach
27db236b5d
Various bug fixes + Added is_game_paused() and more background music functions to lua (#93)
Bug: DynOS models with animations cannot swap animations if they are
     loaded via lua (smlua_model_util_get_id and
     obj_set_model_extended).
Fix: DynOS_Actor_GetActorGfx takes a graph node instead of a georef,
     and checks for DynosValidActors graph nodes if georef is NULL.

Bug: The game can crash when calling obj_set_model_extended inside a
     HOOK_ON_OBJECT_RENDER hook.
Fix: The crash happens in smlua_model_util_load_with_pool_and_cache_id
     due to pool being NULL. If the game can't allocate an
     AllocOnlyPool object, use DynOS to generate the graph node.

Bug: warp_to_level and similar functions don't trigger HOOK_ON_WARP.
Fix: Call HOOK_ON_WARP hooks in DynOS_Warp_UpdateWarp and
     DynOS_Warp_UpdateExit after level and mario initialization.

Bug: The game sometimes calls HOOK_ON_OBJECT_RENDER hooks for
     unintended objects.
Fix: Initialize hookRender field to 0 when creating an object.

Bug: Actions can't apply gfx offsets to characters that have an anim
     offset (Waluigi, Wario)
Fix: Add m->curAnimOffset to gfx.pos[1] instead of setting it to
     m->pos[1] + m->curAnimOffset, except during the jumbo star
     cutscene.
2022-05-14 14:28:25 -07:00
EmeraldLoc
2a6c0be1bd
Fixed mac compilation (#88) 2022-05-10 21:20:19 -07:00
MysterD
26cc9ee17f Attempt #3 2022-05-09 09:45:14 -07:00
MysterD
739a8c655e Actual fix for crash when disconnecting with custom models in level 2022-05-09 09:28:20 -07:00
MysterD
099a2462ed Fixed crash when disconnecting with custom models in the level 2022-05-09 08:40:18 -07:00
MysterD
d75b0e9133 Started working toward allowing disconnection 2022-05-09 07:27:47 -07:00
PeachyPeach
94c531272f
More rom-hacks globals to lua; more bug fixes (#84)
New gLevelValues exposed to lua:
        pssSlideStarTime: the time limit in frames for PSS-style levels (default: 630)
        pssSlideStarIndex: the index of the star spawned below the time limit for PSS-style levels (default: 1)
        coinsRequiredForCoinStar: number of coins required to spawn the 7th star of a main course (default: 100)
        wingCapDuration: duration in frames of the wing cap (default: 1800)
        metalCapDuration: duration in frames of the metal cap (default: 600)
        vanishCapDuration: duration in frames of the vanish cap (default: 600)
        wingCapDurationTotwc: duration in frames of the wing cap given to the player at the entrance of TOTWC (default: 1200)
        metalCapDurationCotmc: duration in frames of the metal cap given to the player at the entrance of COTMC (default: 600)
        vanishCapDurationVcutm: duration in frames of the vanish cap given to the player at the entrance of VCUTM (default: 600)
    Fixed a bug preventing the level music from restarting after defeating a Boss.
    Fixed some bugs with 3D coins or any model with the geo_rotate_coin function:
        Disable billboard and cylboard attributes.
        Set the pitch and roll to 0 for the model to rotate properly.
        The model no longer rotates every frame (even when the game is paused), but every time the object is updated.
2022-05-08 12:18:25 -07:00
MysterD
f25416d194 Only load DynOS model or texture packs once they're enabled 2022-05-07 18:20:53 -07:00
MysterD
9f410ad161 Fixed custom textures on Windows 2022-05-07 16:39:19 -07:00
MysterD
379d5df5dc Fix various checks for whether or not we should generate tex files 2022-05-07 15:54:27 -07:00
MysterD
cdcbdabb37 Allow Lua to get any vanilla texture 2022-05-07 03:05:25 -07:00
MysterD
ad6642a4bd Add support for custom HUD textures and faster texture packs w/o EXTERNAL_DATA 2022-05-06 22:03:12 -07:00
MysterD
e912636633 Automatically disable billboards on DynOS models with >6 vertices 2022-05-04 00:14:33 -07:00
PeachyPeach
92d3c19c51
[BUG FIX] DynOS Bin Vtx overflow (#79)
Vertex coords are saved as s16 instead of f32 inside DynOS .bin files,
causing unintended overflow for vertex coords outside of the range
[-32768, +32767]. The format cannot be changed without breaking all
existing DynOS models, so, when writing a .bin file, a sentinel value
is added at the top of the vertex buffer for buffers that need f32
coords. If that sentinel is detected during the reading process,
the next vertex coords will be read as f32 instead of s16.
2022-05-02 17:31:29 -07:00
MysterD
36f2b2218d Possible mac compile fix 2022-04-23 15:54:39 -07:00
MysterD
f8b8e80cf6 Revert DynOS auto-disable-billboard 2022-04-23 14:28:02 -07:00
MysterD
592df229b6 Prevent DynOS packs from being enabled then disabled on launch 2022-04-23 03:23:30 -07:00
MysterD
9e33ce39e6 Automatically disable billboards when a DynOS model uses more than 6 vertices 2022-04-23 03:05:16 -07:00
MysterD
f2ca0e18fc Fix crash when toggling dynos packs 2022-04-23 02:22:12 -07:00
MysterD
ba544d6e35 More performance improvements 2022-04-22 20:57:18 -07:00
MysterD
e7cd7ccd6d Fixed finding of renamed custom actors 2022-04-22 18:54:11 -07:00
MysterD
78bda75e45 Massive DynOS refactor for performance/organization 2022-04-19 21:06:18 -07:00
MysterD
8f773ea887 Make DynOS texture lookup use a set for performance 2022-04-19 18:24:26 -07:00
MysterD
2be9f7f0c3 Fix bug in dynos level gen of custom behaviors 2022-04-18 23:13:11 -07:00
MysterD
12ea360360 Display a message on screen when script errors are found 2022-04-16 22:47:16 -07:00
MysterD
1576d92734 Have level scripts prefer their local datanodes 2022-04-16 22:06:38 -07:00
Prince Frizzy
f51f1d6c4a
Merge in small changes. (#63) 2022-04-16 19:12:12 -07:00
MysterD
202315f260 Rewrite of hash/cache system 2022-04-16 13:05:10 -07:00
MysterD
493c5554b2 Stop music on dynos warp 2022-04-15 19:32:53 -07:00
MysterD
295183a0ff Prevent DynOS from attempting to generate lvls when they already exist 2022-04-15 18:24:17 -07:00
MysterD
93beb2001e Prevent generating extra geos for player models, allow referencing mario textures 2022-04-14 21:49:41 -07:00
MysterD
d275cbdd07 Fix buffer overrun 2022-04-13 21:24:38 -07:00
MysterD
1508f07fef Added actor textures to dynos builtin list; added shadow_spike_ext 2022-04-13 19:13:25 -07:00
MysterD
8e20697f4f Change how DynOS generates actors - generate any geolayout that isn't referenced by another 2022-04-13 18:27:21 -07:00
MysterD
2aec9f8e28 Re-fix movtexqc parsing 2022-04-11 22:56:44 -07:00
MysterD
cdb1bbe92a Fix DynOS vertex offset writing 2022-04-11 22:54:36 -07:00
MysterD
e037e3b65e Merge branch 'level-scripts' of github.com:sm64ex-coop-dev/sm64ex-coop into level-scripts 2022-04-11 22:14:20 -07:00
MysterD
a925acba6b Fix for dynos mod actors that replace other actors 2022-04-11 22:14:12 -07:00
MysterD
f2f911e5b0 Clang/mac fixes 2022-04-11 21:43:55 -07:00
Prince Frizzy
91920ea904
Smarter check for texture finding. (#61) 2022-04-11 21:24:35 -07:00
MysterD
456da82f2f Fix how DynOS loads custom actors 2022-04-11 18:15:54 -07:00
MysterD
4a89900a8b Fix error in LOAD_MODEL_FROM_GEO_EXT (level gen) 2022-04-10 16:20:02 -07:00
MysterD
87e772c8ea Fix level compiling with decimals 2022-04-10 14:51:13 -07:00
MysterD
7de32ee5bb Add SM74's geo_choose_area 2022-04-10 03:07:55 -07:00
MysterD
4f9a48620d Allow DynOS to warp to level with castle levels 2022-04-10 01:30:56 -07:00
MysterD
3db42f1700 Allow coop mods to use the backup save slot independently of the normal one 2022-04-10 00:30:47 -07:00
MysterD
653ab58a5d Allow course names/acts to be changed from Lua 2022-04-09 23:28:36 -07:00
MysterD
98f02458e3 Added a way to bind to movtexqc ids through lua, added the rest of the object constants 2022-04-09 01:47:20 -07:00
MysterD
defb7dc830 Made trajectories overridable from Lua 2022-04-08 23:01:41 -07:00
MysterD
403bf30be9 Added custom level script overrides, warps work now 2022-04-08 19:29:16 -07:00
MysterD
1a3bd3c685 Fixed up collision bug, added collision file validation, allowed lua to get builtin collisions 2022-04-08 19:17:57 -07:00
MysterD
8b4a5f6d6d Refactored actor geos in DynOS 2022-04-08 18:56:22 -07:00
MysterD
18835a588a Split dynos_misc stuff into mgr files 2022-04-08 08:18:06 -07:00
MysterD
5d479165fb Renaming cleanup 2022-04-08 01:52:53 -07:00
MysterD
5baf650dd2 Function pointer cleanup 2022-04-08 01:46:29 -07:00
MysterD
2fda92a8de Added vanilla lvl cols to level gen, changed how pointer offsets are saved 2022-04-07 23:06:10 -07:00
MysterD
8085f53e5a Added support for SM76's JUMP_AREA, added missing lvl geos, reordered parsing 2022-04-07 18:34:44 -07:00
MysterD
4956f0dd95 Fixed token corruption in DynOS, added support for runtime LOAD_MODEL_FROM_GEO 2022-04-07 08:21:19 -07:00
MysterD
4aff26cf27 Added support for known models and unknown behaviors for level gen 2022-04-06 23:10:39 -07:00
MysterD
67f0afa80c Only force in movtexs and collisions within that levels subfolders 2022-04-06 22:14:40 -07:00
MysterD
b346054807 Refactored how vanilla data is stored/retrieved within DynOS 2022-04-06 21:32:55 -07:00
MysterD
6751829f91 Adjustments for Lua/Mods 2022-04-06 18:24:50 -07:00
MysterD
b5b9d509e8 Memory management improvements
Log errors on allocation failure
NULL check all display list allocations
Fix reading a freed string
2022-04-06 18:10:22 -07:00
MysterD
a58130b9f6 Added extended bounds 2022-04-06 08:40:22 -07:00
MysterD
f9cb7f3e82 Sneaky files re-appeared in the merge 2022-04-06 01:44:27 -07:00
MysterD
52e705c9d8 Merge branch 'unstable' into level-scripts 2022-04-06 01:36:33 -07:00
MysterD
e0edb089b0 Fix compile error 2022-04-05 23:10:39 -07:00
MysterD
cba22bc73d Merge branch 'level-scripts' of github.com:sm64ex-coop-dev/sm64ex-coop into level-scripts 2022-04-05 23:00:20 -07:00
MysterD
78a2e17d7c Added support for custom skyboxes in DynOS level gen 2022-04-05 22:56:03 -07:00
Prince Frizzy
73df85276e
Add support for dynamic water regions. (#55)
* Add support for dynamic water regions.
2022-04-05 13:44:05 -07:00
MysterD
d5770f1b55 Force Movtexs into compiled DynOS lvls 2022-04-05 08:15:08 -07:00
MysterD
8646b50ae5 Fixed how DynOS writes lua variables into level scripts, added all level geos 2022-04-05 00:22:09 -07:00
MysterD
395541ce10 Backwards compatibility fix for DynOS 2022-04-04 21:42:14 -07:00
MysterD
2c11b8f686 Added Light_t, Ambient_t, and began adding vanilla lvl geos to DynOS level gen 2022-04-04 21:25:40 -07:00
MysterD
abce3b3afd Added ability for DynOS levels to call into lua for custom objects 2022-04-04 18:16:36 -07:00
MysterD
32388bf6ff All vanilla levels can be compiled through DynOS now 2022-04-04 01:11:02 -07:00
MysterD
c0b0debf0b Added rooms parsing to DynOS level gen 2022-04-03 23:42:25 -07:00
MysterD
df346a902a Added Movtex and MovetexQC to DynOS level gen 2022-04-03 22:12:17 -07:00
MysterD
03b0520504 More DynOS custom level progress - BOB can now compile 2022-04-03 03:30:47 -07:00
MysterD
4d59da2500 Added trajectories to custom DynOS levels 2022-04-02 16:08:19 -07:00
MysterD
2bd4d4da36 Recursively parse DynOS level folders 2022-04-02 15:55:06 -07:00
MysterD
7230c6fccc Fixed custom level textures 2022-04-02 15:32:21 -07:00
MysterD
046c595f92 More progress toward custom DynOS levels 2022-04-02 15:14:04 -07:00
MysterD
df3618f521 More DynOS refactoring 2022-04-01 20:04:24 -07:00
MysterD
7e677d4596 Fixed up DynOS collision files 2022-04-01 17:59:40 -07:00
MysterD
6ec051c2f9 DynOS cleanup 2022-04-01 17:54:32 -07:00
MysterD
2f56594e45 DynOS level parsing - phase 1 2022-04-01 17:19:26 -07:00
MysterD
77fc64c55e Start parsing level scripts in DynOS 2022-04-01 01:43:50 -07:00
MysterD
66433b5705 Fix how DynOS decides to generate bins for geos 2022-03-31 01:17:11 -07:00
MysterD
03f852881d Add 'specials' to DynOS collisions 2022-03-30 23:52:50 -07:00
MysterD
d39275c4ce Add the rest of the surface constants to DynOS 2022-03-30 23:08:19 -07:00
MysterD
8a7097b802 Refactor coop-specific DynOS code 2022-03-30 23:05:53 -07:00
MysterD
d74f5cfe61 Add custom collisions to DynOS/Lua 2022-03-28 01:02:33 -07:00
MysterD
61a1d1fc9c Fix errors pointed out by clang 2022-03-27 17:25:39 -07:00
MysterD
e35402f3d1 Make DynOS only generate one bin per actor 2022-03-25 22:05:07 -07:00
MysterD
68f3203587 Allow people to disabled downloaded models (from mods) 2022-03-16 22:43:43 -07:00
MysterD
2804a48e4e Allow lua mods to override models, have DynOS generate bins 2022-03-16 21:26:29 -07:00
MysterD
fed8987d79 Fixed custom lua models 2022-03-16 19:57:45 -07:00
MysterD
469e4ac4e4 Load Super Keeberghrh's ERROR model when DynOS can't find the model 2022-03-16 01:34:18 -07:00
MysterD
41eef5fd2c Hook DynOS into mods when they're activated (custom models) 2022-03-16 01:11:48 -07:00
MysterD
edf06bede0 Added ability for mods to load custom geos 2022-03-14 00:11:36 -07:00
MysterD
1e96340b1d Make DynOS generate a bin for every Geo Layout 2022-03-13 21:22:26 -07:00
MysterD
9f20943ff2 Merge branch 'unstable' of github.com:sm64ex-coop-dev/sm64ex-coop into unstable 2022-03-13 18:45:50 -07:00
MysterD
11f532b9e0 Fix warnings/compile errors on Linux 2022-03-13 18:45:42 -07:00
Isaac
1ed29175d6
Allowed DynOS Packs to be placed in %appdata%/sm64ex-coop (#27) 2022-03-13 18:09:57 -07:00
Isaac
013edccfed
Fix headless server compile (again) (#23) 2022-03-13 14:10:24 -07:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD
32118e17b8 Preserve 'unpause to skip transition' for speedrunners 2022-03-12 01:16:19 -08:00
MysterD
24df92fa48 Added DynOS warp functions to Lua API 2022-03-11 18:11:32 -08:00
MysterD
0a2977bc86 Fix DynOS pack-to-name conversion 2022-03-10 23:24:22 -08:00
MysterD
bc0868e80e Implemented dynos model packs into configfile 2022-03-10 19:23:38 -08:00
MysterD
403a90e82b Added dynos model packs to djui interface 2022-03-10 18:16:12 -08:00
MysterD
f92857704d Ported the rest of DynOS, but left the options menu disabled 2022-03-10 01:18:53 -08:00
MysterD
b3ed387711 Added DynOS v1.1 without the dynamic options
- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
MysterD
7a5a91007c Fixed crash when spawning a custom behavior that doesn't override fomr Lua 2022-03-08 00:50:15 -08:00
MysterD
3ad6c721dc Initial custom behavior commit 2022-03-03 01:04:15 -08:00
MysterD
625e9b5df9 Fix various bugs with spiny and lakitu 2022-01-14 20:06:26 -08:00
MysterD
04d01667c3 Added a callback for area timer objects to only run certain things once per frame 2021-08-19 00:31:20 -07:00
MysterD
1b5ceda89d Split luigi/custom character models into custom and zcustom 2021-08-15 01:06:25 -07:00
MysterD
68e04a74bc Fixed late join for items a Boo was carrying 2021-08-12 18:48:17 -07:00
MysterD
7e59d34939 Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time 2021-08-12 18:13:41 -07:00
MysterD
fecba91c5e Rewrite the core of network area timer (yet again) 2021-08-10 18:29:49 -07:00
MysterD
6aded174e9 Synchronized moat draining and cap switch unlocks 2021-06-14 19:59:11 -07:00
MysterD
0b3a97d405 Improvements to late-join synchronization
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
    better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
    allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
2021-06-09 22:35:34 -07:00
MysterD
5db1a9e827 Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD
c8a45235ca Removed two-player hacks from cannon and object packets
Increased error checking of get_behavior_from_id
Made failure logging for packet_object a lot better
Changed debug logging to show global index instead of "Server/Client"
Changed debug keyboard binds to support more keyboard types
Made SyncObject's rxEventId de-duplication per-player instead of one-player
Removed sizeof(enum) from packet_read/packet_write
2020-10-13 21:44:27 -07:00
MysterD
2f7d432143 Synchronized Eyerok, add SSL to supported levels
Eyerok was synchronized, but I'm still not super pleased with the
result. I had to sacrifice dialog to prevent weird states and he's
completely controlled by the server. His synchronization should be
revisited in the future.

SSL should be fully synchronized now.
2020-09-30 18:20:13 -07:00
MysterD
44c5b5b02b Ensure bowser key/star spawns, make bowser intro less glitchy 2020-09-24 20:28:59 -07:00
MysterD
e1933e5f78 Improvements to Bowser 2 (still not fully supported) 2020-09-23 22:00:20 -07:00
MysterD
fdee4eceea Synchronize various LLL platforms 2020-09-21 00:32:14 -07:00
MysterD
0052e97605 Synchronized Bullies 2020-09-20 23:30:49 -07:00
MysterD
e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD
906ea3345e Players turn into bubbles when they die
Player life counters are separate.
When one player dies they lose a life and are turned into a bubble.
If the other player pops it, they are alive again.
If all players are bubbled, they get kicked out of the level.
If the bubbled player ran out of lives, they can not come back to life
until the level is over.
Whenever a level change happens, everyone's life count is set to a
minimum of two.
No game overs.

Took heavy inspiration from Kaze Emanuar
2020-09-05 18:10:55 -07:00
MysterD
ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00
MysterD
483694d6b3 Synchronized Bowser 1 2020-08-29 12:59:07 -07:00
MysterD
ab9d7db29f Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
MysterD
a778bf497d Resynchronized checkerboard platforms 2020-08-27 21:39:13 -07:00
MysterD
bdf269c262 Fixed tower platform spawning bug 2020-08-11 23:27:37 -07:00
MysterD
9036336f42 Gave each BehaviorScript an ID
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.
2020-08-09 16:21:12 -07:00
MysterD
eeec6aae49 L is real 2020
Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.

Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD
6b3ab5f115 Started adding player 2 / Luigi 2020-07-29 21:08:38 -07:00
danielh05
bf09d0ca93
fix spacing and remove include 2020-06-25 13:34:53 +02:00
danielh05
c7af33814e
Make tree only Cylboard when "BETTERCAMERA" is detected 2020-06-25 02:38:23 +02:00
n64
4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
uncletrunks
ab23b8907b putting out fires 2020-05-14 21:50:10 -05:00
uncletrunks
70ca0af987 adds cylindrical billboarding, enables it for trees. 2020-05-14 20:31:52 -05:00
n64
c45aa301bb Refresh 8 2020-04-03 14:57:26 -04:00
n64
06ec56df7f Refresh 7 2020-03-01 22:42:52 -05:00
n64
9a801cb96d refresh 6 2020-02-03 00:51:26 -05:00
n64
9273f38df1 refresh 5 2020-01-03 10:38:57 -05:00
n64
04732af90b refresh 4 2019-12-01 21:52:53 -05:00
n64
a7c423cb43 Refresh 3 2019-11-03 14:36:27 -05:00
n64
52e605f075 Refresh 2 2019-10-05 15:08:05 -04:00
n64
1ef98ec785 Refresh 1 2019-09-01 15:50:50 -04:00
n64
89e8690857 init2 2019-08-25 00:46:40 -04:00